Necrons in Warhammer 40K 10th Edition – Full Index Rules, Datasheets and Launch Detachment



Let’s talk through the forces of the necron index in Warhammer 40K with a full review of their rules and datasheets…

Index necrons here – https://www.warhammer-community.com/wp-content/uploads/2023/06/H5pO90rzYSAY6dHG.pdf

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0:00 Intro
0:37 Contents
1:35 Reanimation Protocols
4:56 Command Protocols
6:24 Awakened Dynasty Stratagems
11:00 Enhancements
14:54 Datasheets
17:29 Battleline Units
19:55 Necron Squads
30:83 Destroyer Squads
34:52 Vehicles
42:33 Transport
43:49 Flyers
46:35 Titanic Vehicles
51:06 Fortification
52:06 C’Tan Shards
57:40 Silent King
59:58 Nobles
1:11:15 Destroyer Characters
1:15:44 Crypteks
1:24:07 Forge World Units
1:29:37 Outro

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30 thoughts on “Necrons in Warhammer 40K 10th Edition – Full Index Rules, Datasheets and Launch Detachment”

  1. It feels like handing out battle shock should last a whole turn not just to the next enemy command phase. It feels quite weak as it is, and maybe as if it was intended to be more impactful, given what a common ability it is.

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  2. I feel so silly for this, where did you find the points for the enhancements? The Munitorum has the Cryptek Arkana but that doesn’t include the Sempiternal Weave. Ontop of that where do we find the rules for the Cryptek Arkana? I couldn’t find them in the index and they can’t be the same from 9th because the perks don’t line up. Thank you

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  3. If you put Cryptothralls into Lychguard because of the way wounding works if I am not mistaken the wounds taken will be against the toughnes of the lychguard as well which with the lychguards minus to wound with a noble means that bolters are wounding cryptothralls on 6+ with them recieveing a 3+ armour and 4+ FNP, this seems incredibly powerful to me unless I am wrong

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  4. Immortals, for 2 extra points, gain:
    T5
    3+ save
    Much better guns
    Reroll 1s to wound (full if targeting enemies on objectives)
    2A
    3+ BS/WS

    They lose:
    Better reanimation

    Well worth it if you ask me

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  5. Plasmancer leading Tesla Immortals seem like a quite fun anti horde unit, with that living lightning sus hit 2 on 5+, they should kill some mobs and with that assualt keyword they'd fast when doing that.

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  6. There is one massive downside to the Transcendent C'Tan. While you can give him that $+ fnp, he doesn't have Reanimation Protocols. So while he's definitely hard to kill, he is very definitely killable.

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  7. Am I the only one thinking that ophydian destroyers deep striking during the opponent's turn is gonna be just broken af? They'll be able to move, then make their charge, wreck shop, lock a unit in combat and be -1 to hit in melee. Am I crazy or genius?

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  8. 10th edition Necrons are pretty broken. Things like the Hexmark Destroyers getting to fire normally, then a free overwatch, AND then EVERY time a unit within 3" (including themselves) gets shot at… and they do not have to shoot at the unit that shot at them… and they have precision shot. This force the enemy to either keep all their units more than 18" away or shoot at those first. Then there is the reanimators… Just adding one makes it even more important that you completely destroy a unit. This is hard to do after dealing with a few Hexmark destroyers and if there are more than one reanimator… they stack.

    Now realistically GW has made vehicles much more powerful… at least most of them. It is not worth taking troops far too often. My last Necron list for a small 1250 point army was 2 Hexmarks, a Reanimator (I only have one), 2 Doomstalkers, 2 Doomsday Arcs, 6 Destroyers with a Destroyer Lord, and 3 heavy destroyers. It was brutal. I was taking on Dark Angles and not even rolling good. First turn I took out 6 marines in a squad with a librarian, 3 Primaris snipers or something like that was a mini lase cannon in one squad and one in another and put 4 wounds on hit laser Predator. He took out 3 destroyers and both Hexmarks… but I brought one back because he is a character and it only takes a CP. Then I finished off the predator, his land speeder, all but 1 in an assault squad including the librarian, and the last 2 in the second sniper squad. He had just a squad at half strength and a Primaris assault squad left. He managed to finish off the Destroyers, but not the lord. I could have prevented that, and done an extra resurrections on them but decided it was not worth it. Total he took out the 2 Hexmark Destroyers and and the Destroyer squad… about 320 points worth and I would have tabled him on my 3rd turn. If I had cover for the Hexmarks it would have been even worse. He set up the board and made sure he had ruins for his snipers and such and cover for his vehicles the first turn and still I abused his army.

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